I recently read this article (original posted in a topic here by Timmeh), and I think it would be really cool to have a systematic way of discussing ideas and forming plans.
At this time please read the article if you haven’t done so already. The rest of my post will still be here when you get back.
Basically, this topic is here to discuss all aspects of P2D. You can discuss things elsewhere, of course, especially when there are more relevant topics, but try to remember to post a summary in here at some point. Once we get enough going, we can start circulating a Word document or something.
- Anyone should have a say, but the team members should be making the final decisions.
- There actually aren’t really any “final decisions”, but keep in mind that people will have to agree on changes and such.
- Don’t force your point or idea if others don’t like it. You can always bring it up some other time. It also helps to phrase things as questions.
- Be open to new ideas. We can have heated discussions and all that, but please don’t let anything get personal or go too far. This is meant to be fun.
- Be detailed and thorough.
So I thought we could start out with an obvious topic: Flaahgra. I’m sure this has been discussed to death at SCU, maybe even here, but it’s probably covered in dust by now wherever it may be.
If Flaahgra is sprited as tall as he (she? it?) is in Metroid Prime, it will be off the screen. However, I don’t think this would be a problem, as long as the battle is still interesting. We already have a Flaahgra sprite that would fit the screen, but the spriter isn’t around any more, and it doesn’t have any slashing animations and such. It is really good, though. What do we do with it?
I can see a rotating room being a possibility for the actual battle design, but an approach I think would work pretty well would be multiple levels, with platforms along the sides. Two mirrors on each level. The question then is where the morph ball slots go. We could leave all four along the bottom (two slots on the outside with tunnels, two slots in the middle without any tunnels) and simply have mirrors spread around in upper layers. I think that would be kind of cool.
So, I obviously won’t be around to moderate this topic. Feel free to let the discussion keep going into more than just Flaahgra. I suggest bringing up specific enemies, bosses, locations, cutscenes, upgrades, puzzles, etc. A good place to get these would be the Artifacts of the Month topic, and possibly also the Open Source Engine topic. More general (and controversial) things could be discussed, too, like custom sounds vs. MP sounds, or what sort of new content can be introduced that wasn’t in MP.
I’ll stress again the importance of details. Even something like an elevator hologram counts–do we make them all have individual scans like in MP, even if they all say the same thing? How many different shapes of elevators are there?
The overall goal is to have a gigantic, detailed document of all of P2D. Have fun.